Author Topic: Should There Be an Aspect Economy?  (Read 4224 times)

Offline devonapple

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Re: Should There Be an Aspect Economy?
« Reply #15 on: October 20, 2011, 11:36:15 PM »
Only if they'd actually reached terminal velocity.  Cast beforehand there's no such requirement.

So if the player plans ahead and covers the bases, no need for a lot of shifts. But f the player is responding on the fly to an unanticipated emergency, charge for how bad things got, not for how easily it could have been avoided?

Me, I like screwing with my players over things like this, so I'd require they spell out the mechanics of the spell and assign a difficulty based on that.

Give a discount to reward the creativity they use in describing how to accomplish the solution?
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Offline The Mighty Buzzard

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Re: Should There Be an Aspect Economy?
« Reply #16 on: October 21, 2011, 02:36:29 AM »
So if the player plans ahead and covers the bases, no need for a lot of shifts. But f the player is responding on the fly to an unanticipated emergency, charge for how bad things got, not for how easily it could have been avoided?

Pretty much, yeah.  Physics says given the same spell after falling a ways they'd take fall damage from the point they started to fall to when they got the spell off.  Me, I'd say screw it and nerf the gravity around me down to 1/10 or so and pump the duration up in a second exchange.

Give a discount to reward the creativity they use in describing how to accomplish the solution?

I like that.  Doesn't make me look near the evil, sadistic bastich that I am.
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Offline sinker

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Re: Should There Be an Aspect Economy?
« Reply #17 on: October 22, 2011, 06:20:14 PM »
Something got me thinking a second ago. One of the things I really like is that a maneuvered aspect is supposed to represent a temporary (often very short term) advantage, while consequences are the same thing on a greater scale. However this is only represented with duration, and having read through your initial post I'm left wanting a greater effect as well. I'm a bit worried about the effect that could have though. It's already really easy to inflict a consequence, and then tag that to inflict the next consequence. If consequences have a greater effect then that whole process will be accelerated quite a bit. What are your thoughts?

Offline devonapple

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Re: Should There Be an Aspect Economy?
« Reply #18 on: October 24, 2011, 08:18:13 PM »
The balancing factors with a Consequence is that:
1) after the first free tag, they are either a Fate Point generator or a footnote
2) a Consequence has a built-in severity indicator to guide how much of a nuisance it should be
3) the player chose the Consequence and its severity (under duress, but it's still the player's choice)
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets